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Re: [Tool] GUI for installing and updating mods from GitHub

Morn76: Anyway MT Sync could check if it needs to use --recursive to retrieve submodules from other gits? A few favourites have changed to modpacks with recursive links to their sub mods. Can you point me to an example mod pack that uses this? I need a test case. https://github.com/FaceDeer/castle ...
by EdShouldBeInBed
Sat Mar 18, 2017 20:01
 
Forum: Minetest-Related
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 112
Views: 49248

Re: [MOD] Ethereal NG [1.22] [ethereal]

Can we get a setting similar to the moretrees.spawn_saplings variable/ have Ethereal obey the variable when both are installed? it's the lighting thing, drives me batty. Especially since I love building homes in/ integrating redwoods
by EdShouldBeInBed
Fri Mar 17, 2017 05:40
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.22] [ethereal]
Replies: 64
Views: 39151

Re: [Mod] More Trees! [git][moretrees]

This would require ditching the moretrees config file (which is per-world), and instead putting its settings in minetest.conf. That's easily done, but I never saw a point in doing so. If you really need this, edit "default_settings.txt". Hmm. Edited default_settings.txt, still getting def...
by EdShouldBeInBed
Thu Mar 16, 2017 18:42
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 207577

Re: [Mod] More Trees! [git][moretrees]

Vanessa, is there a way to get every world generated by a subgame to use the same moretrees settings? Say I always want beech instead of the default trees.
by EdShouldBeInBed
Thu Mar 16, 2017 12:58
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 207577

Re: [Tool] GUI for installing and updating mods from GitHub

Morn76:
Anyway MT Sync could check if it needs to use --recursive to retrieve submodules from other gits? A few favourites have changed to modpacks with recursive links to their sub mods.
by EdShouldBeInBed
Thu Mar 16, 2017 12:53
 
Forum: Minetest-Related
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 112
Views: 49248

Re: [Mod] Castles++ Rolling release [git] [castle]

texmex wrote:Congrats FaceDeer, great work!

Ed, you need to clone with the --recursive flag to get the submodules.


(face palm) It's the little things, duh. Thanks for the reminder texmex!
by EdShouldBeInBed
Thu Mar 16, 2017 12:36
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 102
Views: 25979

Re: [Mod] Castles++ Rolling release [git] [castle]

Facedeer, I love modular git pulls. They make sense to me, they tickle me, they engage me. I just pulled your new repo and all the sub mod directories came up empty. Er... git clone should get it, right? Edit: just pulled a couple of the component mods fine, is everything pointing at the right place?
by EdShouldBeInBed
Wed Mar 15, 2017 21:41
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 102
Views: 25979

Aliasing Nodes

Question/ Issue: If I use minetest.register_alias to replace one mods version of a node with another, will the first mod recognize the replacement node for crafting? Where should I put such alias statements? Reason: In my personal minetest game, I have both Dark Ages and Technic installed. I want to...
by EdShouldBeInBed
Tue Mar 07, 2017 15:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 658472

Re: [Mod] Pipeworks [20131128] [pipeworks]

Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts?
by EdShouldBeInBed
Wed Jan 25, 2017 07:26
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253024

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

Inserting Not A Programmer disclaimer here.

(n/m)
by EdShouldBeInBed
Tue Dec 20, 2016 07:30
 
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 254
Views: 134140

Re: [Mod] Surprise blocks [0.1] [tsm_surprise]

Wuzzy, I have several TRMs installed, but every surprise block I break is empty. Is there a particular dir in my minetest game's tree I should place the TRM in, or is there a config flag I'm missing? I have the mods connected to each TRM installed.
by EdShouldBeInBed
Wed Oct 26, 2016 13:10
 
Forum: Mod Releases
Topic: [Mod] Surprise blocks [0.3] [tsm_surprise]
Replies: 18
Views: 5752

Re: [Mod] Mobs Redo [1.31] [mobs]

Excellent. Thanks. You give us good mods and good support.
by EdShouldBeInBed
Wed Oct 19, 2016 11:02
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Mobs Redo [1.31] [mobs]

Anxious: It's not just the spawn rate you have to change, that only makes them spawn more in an area, but there is also spawn number as well which is usually set to 1 or 2 and that means only a certain amount of active objects are allowed inside that map block at any one time and if it exceeds that...
by EdShouldBeInBed
Wed Oct 19, 2016 10:53
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Disable "giveme" in singleplayer mode?

Is it possible to revoke the "give" command in solo offline play? More niche question: Is there a way to disable the give part of the gui in unified_inventory mod? I'd prefer a way to do this so a particular game/ world can not re-instate it, but I'll take putting more steps between me and...
by EdShouldBeInBed
Tue Oct 18, 2016 20:22
 
Forum: Minetest General
Topic: Disable "giveme" in singleplayer mode?
Replies: 5
Views: 939

Re: [Mod] Mobs Redo [1.31] [mobs]

Just what I needed. Thanks.
by EdShouldBeInBed
Tue Oct 18, 2016 18:56
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Mobs Redo [1.31] [mobs]

Thanks. I'm not afraid to read a few lua files, but given the number of mobs I've installed... ;)
by EdShouldBeInBed
Mon Oct 17, 2016 20:14
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Mobs Redo [1.31] [mobs]

Tenplus1, is there a way to get a list of mobs using the API? A command I can type so I can find the name of a Mob I want to make a bit rarer in my game.
by EdShouldBeInBed
Sun Oct 16, 2016 21:35
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Technic [0.4.11] [technic]

This post deleted due to the poster correcting his own derp. Thank you.
by EdShouldBeInBed
Wed Oct 12, 2016 08:37
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541502

Re: [Tool] GUI for installing and updating mods from GitHub

What is it with Canadians and this thread? I think izzyb is Canadian too. This is starting to resemble a South Park episode where everyone turns Canadian all of a sudden. ;-) Canadians are cool. They're the only ones that can say "Take off, hoser" properly. Indeed, good sir. And may I add...
by EdShouldBeInBed
Sun Sep 18, 2016 13:31
 
Forum: Minetest-Related
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 112
Views: 49248

Re: [Tool] GUI for installing and updating mods from GitHub

... as long as I'm not blamed for the bug. :) Running now. Though I do note, since I had to set the executable bit, I couldn't do a direct clone; it read my local as modified and told me to either stash or merge. EDIT: You are now among the true prophets of Minetest. I wanted to emulate tenplus1's X...
by EdShouldBeInBed
Sun Sep 18, 2016 12:48
 
Forum: Minetest-Related
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 112
Views: 49248

Re: [Tool] GUI for installing and updating mods from GitHub

Hey, Morn76. The only other python program I really have running is Calibre for my ebooks. And it has this nice install script... I've cloned your git repo, and attempted to run the program with a ./ prefix. Here's what Linux Mint's terminal tells me: $ ./gitsync.py Traceback (most recent call last)...
by EdShouldBeInBed
Sat Sep 17, 2016 20:32
 
Forum: Minetest-Related
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 112
Views: 49248

Re: [Mod] mysponge [mysponge]

The fact that this lets me build under water? Makes it Awesome.

The fact you made it for your kid? Makes YOU Awesome.

In fact, I think it's safe to say... you've earned that Avatar, Don.
by EdShouldBeInBed
Fri Nov 27, 2015 16:47
 
Forum: Mod Releases
Topic: [Mod] mysponge [mysponge]
Replies: 15
Views: 2546

Re: [Mod] Gloop Blocks [20140529] [gloopblocks]

Just as a note, for those that want the glooptest stuff by itself: https://github.com/EdShouldBeInBed/vanglooptest mirrors the dreambuilder version, if you are insane and don't want dreambuilder in full for whatever reason. Or, you know, you're addicted to git's submodule feature like I am :P Vaness...
by EdShouldBeInBed
Fri Oct 02, 2015 01:52
 
Forum: Mod Releases
Topic: [Mod] Gloop Blocks [20140529] [gloopblocks]
Replies: 37
Views: 17659

Re: [Mod] Gloop Blocks [20140529] [gloopblocks]

Awesome. Thanks.
by EdShouldBeInBed
Fri Oct 02, 2015 00:30
 
Forum: Mod Releases
Topic: [Mod] Gloop Blocks [20140529] [gloopblocks]
Replies: 37
Views: 17659

Re: [Mod] Gloop Blocks [20140529] [gloopblocks]

Vanessa, I'm working on a game. Would it be better to hunt down gloopmaster's old repros for gloopores and test, or do the versions in dreambuilder have significant improvements I'd probably like to integrate? Want the EVIL blocks in my game :)
by EdShouldBeInBed
Thu Oct 01, 2015 23:16
 
Forum: Mod Releases
Topic: [Mod] Gloop Blocks [20140529] [gloopblocks]
Replies: 37
Views: 17659

Re: [Mod] Mobs Redo [1.17] [mobs]

Just checked it after work, sorry for the false lead. :(
by EdShouldBeInBed
Fri Sep 25, 2015 11:28
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Mobs Redo [1.17] [mobs]

Sorry it took a bit to get back to this. Tenplus1, the mob for PilzAdam's nether mod is here, being made by sdzen with the Simple Mobs API: http://ompldr.org/vaWFrZw/lawyers.zip

No idea how portable it would be.

Also, liking the new Ai setting. Makes for interesting fights.
by EdShouldBeInBed
Thu Sep 24, 2015 20:35
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Mobs Redo [1.16] [mobs]

Tenplus1: Has anyone ported the mob made for PilzAdam's Nether mod? https://forum.minetest.net/viewtopic.php?id=5790 Also, I could see the Lava Flan and others spawning there; maybe a good compatibility hook. I really do love all the work you do for this game. Ethereal makes lovely worlds, and your ...
by EdShouldBeInBed
Fri Aug 28, 2015 21:05
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249009

Re: [Mod] Ethereal [1.07] [ethereal]

Ethereal has rapidly become part of my "Insomnia" solo-game, the one I load up when I know I'm not going to be able to function on a server. I have a question for Tenplus1 in particular, and the users of this great mod in general. Today, I got this: 2015-08-18 09:33:17: ERROR[main]: genera...
by EdShouldBeInBed
Tue Aug 18, 2015 13:52
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 106439

Re: [Game] Dreambuilder [20150809-1138]

Yeah, accidentally pulled more than I meant to. Fresh 'builder pull, and we're good.
by EdShouldBeInBed
Sun Aug 16, 2015 00:22
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20170402-1958]
Replies: 712
Views: 216211
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